Quote Originally Posted by Tint View Post
Other roles have so much healing and mitigation tools now, there really is no reason to not increase the difficulty. If the healer is not good enough then tanks and DDs can step up their game.
Weird isn't it, DPS get new selfdefensives like Arcane Crest? Sure, cool, skill expression tool to optimize (especially Third Eye). DPS gets healing like Bloodbath? Sure, helps them stay alive, makes healer's job easier!

Tank gets selfhealing out the ass? No problem, helps them stay alive in even the spiciest of wall-to-wall pulls! Tanks get more damage and burst like 1200p Double Down? Go nuts, helps them keep aggro (aggro does not exist anymore)

Healer gets a defensive like Aquaveil? Sure, helps them to do the 'good heal work' and keep their party alive!

Healer gets a new damage skill WHOA HOLD ON A SECOND we can't have that, the casuals! Only way you're getting that one past TSA is by attaching a heal to it and calling it 'damage neutral healing skill'!

It's only one specific role of the trinity, getting stuff that belongs to one specific OTHER role of the trinity, that is an issue. Anything else seems to be fair game.

My question, if 'casual healers won't be able to focus on keeping people alive if they have more damage skills', is 'why do tanks keep getting more damage skills then'. Not just because 'boo hoo the non-dps specs get treated differently we want equality', though that is part of it. No, what I mean is that while progressing P8S early (week 2 iirc), the DRK in one party straight up said 'im not f*** using mit during my 6min' (considering the DPS check prenerf, 100% justified take tbh), and was using Living Dead (and just Living Dead) for the tankbuster. Cue a 45k PER TICK DOT that he'd invariably die to, because not mitigating the TB = DOT is stronger. After dying despite me using Solace Spam on him, he eventually decided he'd use 'maybe a little bit of mit' or something, cos it went down to more manageable levels. But the fact he had to sac his own damage, to stay alive, means that surely tanks have hit the limit on 'how much more damage tools they can have without screwing themselves/their party over by choosing to do damage over mitigating'. And in that situation, of course 'use the mit then' is the solution, because you can't do your damage if you die to the TB. But the same logic tracks with the hypothetical casual healer: if you're not safe to do damage, then focus on healing.

So we're back to the original question: how is it that tanks are allowed to make the decision of 'ill prioritize mit over damage here', and they get to have more damage tools, despite being a doubleweave nightmare in their 2min windows, but the thought of adding another damage skill to healers has people up in arms over 'the poor casuals'? That the decision of 'ill prioritize healing and mit, over damage for this part' is too much for us poor petite princesses, and so the decision was made FOR us?